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Question by Lypheus · Feb 08, 2012 at 05:59 PM · fpswaterculling

Reduce FPS Overhead using Unity3D Pro Daylight Water

I'm using the daylight water (water3 - non wavey one, just dropping a Daylight Water prefab and scaling it to encompass my map which is a peninsula).

Using the profiler, I see this: http://screencast.com/t/fUDjy1QiLT

And it drops my FPS quite a bit, from around 120fps -> 40fps - this is tested by running the profiler and enabling/disabling the water to see how fps rates are affected.

So my question is how can I prevent this from occuring? The water is "underneath" most of my map, is there a way to set an occlusion area to not include this water? or to tell unity to ignore water covered by terrain?

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avatar image emongev · Apr 26, 2013 at 04:12 PM 0
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Did you find a solution to this issue? Im having a similar problem, where when i checked with an external profiler I saw that more than half of the draw calls were due to things the user wouldnt actually see

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Answer by tonydemot · Feb 08, 2012 at 06:15 PM

yes a occlusion area would be best here is some information on it : http://unity3d.com/support/documentation/Manual/Occlusion%20Culling.html

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